Armorsmith Archive

Thread: A close look at just how much armor blocks in the CU

Okram2k
Fri Apr 15, 2005 1:57 pm
#1

Okay, I crunched some numbers, sepcial thanks to my two test dumm... I mean volunteers in game, biseks and Mukkel

I managed to test both the amount each type of armor reduces, as well as taqke a look at the lvl differences and how much it really effects damage taken. We used dueling to test in a controled situation with striker pistols and dl44 pistols to test kinetic and energy resistances on all types of armors. All items used where taken directly from the frogs to keep results narrow.

Stats on the pistols:
DL 44:
Energy Damage Type
131-263 damage
2 AS
98.5 DPS

Striker
Kinetic Damage Type
131-263 damage
2 AS
98.5 DPS

We then proceeded to do a series of tests, 10 shots of each damage type to each armor type and recorded results. Here is the summery of the damage blocked compared to teh stats on the armor:

Basic Battle:
Kinetic: 2248
22% Damage Reduction
Energy: 2248
22% Damage Reduction

Standard Battle:
Kinetic: 4096
37% Damage Reduction
Energy: 4096
37% Damage Reduction

Advanced Battle:
Kinetic: 5944
48% Damage Reduction
Energy: 5944
48% Damage Reduction

Basic Recon:
Kinetic: 1248
12% Damage Reduction
Energy: 3248
30% Damage Reduction

Standard Recon:
Kinetic: 3096
29% Damage Reduction
Energy: 5096
43% Damage Reduction

Advanced Recon:
Kinetic: 4944
42% Damage Reduction
Energy: 6944
53% Damage Reduction

Basic Assault Armor
Kinetic: 3248
30% Damage Reduction
Energy: 1248
12% Damage Reduction

Standard Assault Armor
Kinetic: 5096
43% Damage Reduction
Energy: 3096
29% Damage Reduction

Advanced Assault Armor
Kinetic: 6944
52% Damage Reduction
Energy: 4944
42% Damage Reduction

PSG Mark 3
Kinetic: 0
0% Damage Reduction
Energy: 1999
11% Damage Reduction

Now it should also be noted, that the person testing assault armor was a much higher level then the person testing recon and battle armor, however the damage reduction results are nearly identicle.

Where we see the changes however, is the initial damage dealt.

The person with the pistol shooting was lvl 14
Person in recon and battle armor was lvl 17

A difference of 3 levels.

The damage dealt each shot was in a tight range of 96-99 damage (in fact we think there may be a bug with randomness of shots, all shots seem to currently do almost exact same damage on TC currently)

Meanwhile, the person in assault armor was lvl 37

A differince of 23 levels

The average damage for each shot was 86.

So with a difference of 20 levels, there is only about a 12% difference in damage dealt. So we can conclude that pvp anyway, the difference in level does not make as huge of a difference as it does in PvE.

Now as we look at the resistances of the armor, we can see a pretty distinct pattern, armor percentage reduction is there just as before, only now it's written differently. And in all the armors, the percentage reduced is close to 1/100th of the stated price. This observation deviates more and more as armor stats get higher, and also should be noted that the PSG stats deviate a lot too.

Conclusions:
The armor system, with percentage resistsances is fairly close to the way it was before, however with the current armor available off the frogs, the maximum resistance to a basic damage type (kinetic/energy) is around 53%. We have yet to see what sorts of stats armorsmiths can produce however, and we will have to keep track of what types of armor comes out of smiths on the test center, but if the produced stats are similar to frog stats, basically armor on live's effectivness will be cut in half. A reduciton in half the ability of something to do it's job, may result in a lesser demand in armor, however the high end armors will still help in pvp and pve. Also the ability to switch damage types will play a key role in pvp.
Suggestions:
Devs stop beating around the bush, and just put %'s back in. It's pretty much there anyway, and I don't see any point of having these big numbers when really it's all a % Reduction anyway.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Okram2k
Fri Apr 15, 2005 1:58 pm
#2

For the truely curious, here's is the breakdown of all the tests I did. Keep in mind hit numbers first digit is initial damage, second digit is damage absorbed by the armor (basicilly hit #: damage dealt/damage armor blocked)

Level Difference: 3

Basic Battle:
K: 2248
E: 2248

Striker Pistol Test:
Hit 1:96/21
Hit 2:96/21
Hit 3:96/21
Hit 4:96/21
Hit 5:96/21
Hit 6:96/21
Hit 7:96/21
Hit 8:96/21
Hit 9:96/21
Hit 10:96/21

22% Damage Reduction


Dl44 Metel Pistol Test (No PSG)
Hit 1:96/21
Hit 2:96/21
Hit 3:96/21
Hit 4:96/21
Hit 5:96/21
Hit 6:96/21
Hit 7:96/21
Hit 8:96/21
Hit 9:96/21
Hit 10:96/21

22% Damage Reduction

Standard Battle:
K: 4096
E: 4096

Striker Pistol Test:
Hit 1:96/35
Hit 2:96/35
Hit 3:96/35
Hit 4:96/35
Hit 5:96/35
Hit 6:96/35
Hit 7:96/35
Hit 8:96/35
Hit 9:96/35
Hit 10:96/35

37% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:96/35
Hit 2:96/35
Hit 3:96/35
Hit 4:96/35
Hit 5:96/35
Hit 6:96/35
Hit 7:96/35
Hit 8:96/35
Hit 9:96/35
Hit 10:96/35

37% Damage Reduction

Advanced Battle:
K: 5944
E: 5944

Striker Pistol Test:
Hit 1:96/46
Hit 2:96/46
Hit 3:96/46
Hit 4:96/46
Hit 5:96/46
Hit 6:96/46
Hit 7:96/46
Hit 8:96/46
Hit 9:96/46
Hit 10:96/46

48% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:96/46
Hit 2:96/46
Hit 3:96/46
Hit 4:96/46
Hit 5:96/46
Hit 6:96/46
Hit 7:96/46
Hit 8:96/46
Hit 9:96/46
Hit 10:96/46

48% Damage Reduction

Basic Recon:
K: 1248
E: 3248

Striker Pistol Test:
Hit 1:96/11
Hit 2:96/11
Hit 3:96/11
Hit 4:96/11
Hit 5:96/11
Hit 6:96/11
Hit 7:96/11
Hit 8:96/11
Hit 9:96/11
Hit 10:96/11

12% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:99/30
Hit 2:99/30
Hit 3:99/30
Hit 4:99/30
Hit 5:99/30
Hit 6:99/30
Hit 7:99/30
Hit 8:99/30
Hit 9:99/30
Hit 10:99/30

30% Damage Reduction

Standard Recon:
K: 3096
E: 5096

Striker Pistol Test:
Hit 1:96/28
Hit 2:99/29
Hit 3:99/29
Hit 4:99/29
Hit 5:99/29
Hit 6:99/29
Hit 7:99/29
Hit 8:99/29
Hit 9:99/29
Hit 10:99/29

29% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:99/43
Hit 2:99/43
Hit 3:99/43
Hit 4:99/43
Hit 5:99/43
Hit 6:99/43
Hit 7:99/43
Hit 8:99/43
Hit 9:99/43
Hit 10:99/43

43% Damage Reduction

Advanced Recon:
K: 4944
E: 6944

Striker Pistol Test:
Hit 1:96/41
Hit 2:99/42
Hit 3:99/42
Hit 4:99/42
Hit 5:99/42
Hit 6:99/42
Hit 7:99/42
Hit 8:99/42
Hit 9:99/42
Hit 10:99/42

42% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:99/52
Hit 2:99/52
Hit 3:99/52
Hit 4:99/52
Hit 5:99/52
Hit 6:99/52
Hit 7:99/52
Hit 8:99/52
Hit 9:99/52
Hit 10:99/52

53% Damage Reduction

PSG Mark 3
K: 0
E: 1999

Striker Pistol Test:
Hit 1:99/0
Hit 2:99/0
Hit 3:99/0
Hit 4:99/0
Hit 5:99/0
Hit 6:99/0
Hit 7:99/0
Hit 8:99/0
Hit 9:99/0
Hit 10:99/0

0% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:99/12
Hit 2:99/11
Hit 3:99/11
Hit 4:99/11
Hit 5:99/11
Hit 6:99/11
Hit 7:99/11
Hit 8:99/11
Hit 9:99/11
Hit 10:99/11

11% Damage Reduction

Level Difference: 23

Basic Assault Armor
K: 3248
E: 1248

Striker Pistol Test:
Hit 1:86/26
Hit 2:86/26
Hit 3:86/26
Hit 4:86/26
Hit 5:86/26
Hit 6:86/26
Hit 7:86/26
Hit 8:86/26
Hit 9:86/26
Hit 10:86/26

30% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:86/10
Hit 2:86/10
Hit 3:86/10
Hit 4:86/10
Hit 5:86/10
Hit 6:86/10
Hit 7:86/10
Hit 8:86/10
Hit 9:86/10
Hit 10:86/10

12% Damage Reduction

Standard Assault Armor
K: 5096
E: 3096

Striker Pistol Test:
Hit 1:86/37
Hit 2:86/37
Hit 3:86/37
Hit 4:86/37
Hit 5:86/37
Hit 6:86/37
Hit 7:86/37
Hit 8:86/37
Hit 9:86/37
Hit 10:86/37

43% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:86/25
Hit 2:86/25
Hit 3:86/25
Hit 4:86/25
Hit 5:86/25
Hit 6:86/25
Hit 7:86/25
Hit 8:86/25
Hit 9:86/25
Hit 10:86/25

29% Damage Reduction

Advanced Assault Armor
K: 6944
E: 4944

Striker Pistol Test:
Hit 1:86/45
Hit 2:86/45
Hit 3:86/45
Hit 4:86/45
Hit 5:86/45
Hit 6:86/45
Hit 7:86/45
Hit 8:86/45
Hit 9:86/45
Hit 10:86/45

52% Damage Reduction

Dl44 Metel Pistol Test (No PSG)
Hit 1:86/36
Hit 2:86/36
Hit 3:86/36
Hit 4:86/36
Hit 5:86/36
Hit 6:86/36
Hit 7:86/36
Hit 8:86/36
Hit 9:86/36
Hit 10:86/36

42% Damage Reduction

Message Edited by Okram2k on 04-15-2005 03:58 PM



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Homer_J_S
Fri Apr 15, 2005 2:04 pm
#3

Ockram,


Thank you for being our hero!




Jettli (Retired-Master Armor Design)
Rodeo Drive®
2 N. Main Brenn, Naboo 90210 Shadowfire
Thula
Fri Apr 15, 2005 2:09 pm
#4

Again, an excellent post.


Could you please have a go at NPC/critters as well to see if the data gathered by others regarding Level fighting is correct? It would be nice to have the hard numbers on the forum.



Thula Moonrider -UNA-
Master Armorsmith - 12 pt - R.I.S. Certified
Merchant - Master Artisan - Master Shipwright (for fun)
Tent #17, Mos Vegas, Tatooine :: UNA City, Corellia (-6560,-2600)
please offer any winnings to one of my vendors
- I Support Uncle Owen and everything he represented
Lauralon
Fri Apr 15, 2005 2:11 pm
#5

Thanks okram, with this and arem's post we're starting to see what impact armor will have. Hopefully at somepoint we can get a group of combatants at certian levels and pit them against monsters 2-3 levels higher than their own while wearing the armor to see if it has an affect on survivability. My guess is that the dmg multipliers will be way to high for even advanced armor to help much in pve. This might also go a long way towards helping other professions address their issues.



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Brutus_Krylop
Fri Apr 15, 2005 2:14 pm
#6

Beautiful work. Thanks again for all you've done.


What is bothersome, however, is the implication of diminishing returns on armor rating, particularly once you pass the 4000 point. A quick scatter plot and regression didn't yield anything particularly edifying, so once again we say: need more data!



Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

Okram2k
Fri Apr 15, 2005 2:17 pm
#7



Brutus_Krylop wrote:
Beautiful work. Thanks again for all you've done.
What is bothersome, however, is the implication of diminishing returns on armor rating, particularly once you pass the 4000 point. A quick scatter plot and regression didn't yield anything particularly edifying, so once again we say: need more data!





tiggs just posted frogs will allow skills come next tc update, so we will be able to make armor now and more importantly get more variations of armors to get more data.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
UmmonPrime
Fri Apr 15, 2005 2:18 pm
#8

I'm ready for the PvE now I like this data though, it's a little more reassuring than anything else we've seen come our way.



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Obemi
Fri Apr 15, 2005 2:28 pm
#9



Okram2k wrote:
(in fact we think there may be a bug with randomness of shots, all shots seem to currently do almost exact same damage on TC currently)



I'm not an AS but Great job, thanks for the info.

Just wanted to say that I seem to recall some patch notes mentioning that all damage delt is now calculated on various factors from both persons involved (defence mods/accuracy etc.) and is then a set value, so I dont think this common damage is a bug. Could be wrong though.



000000000000000000000000000000
000000000000000000000000000000
000000000000000000000000000000
000000000000000000000000000000
000000000000000000000000000000 Obemi Vesta
000000000000000000000000000000
000000000000000000000000000000
000000000000000000000000000000
000000000000000000000000000000
Rinviero
Fri Apr 15, 2005 2:29 pm
#10






Okram2k wrote:

Now as we look at the resistances of the armor, we can see a pretty distinct pattern, armor percentage reduction is there just as before, only now it's written differently. And in all the armors, the percentage reduced is close to 1/100th of the stated price. This observation deviates more and more as armor stats get higher, and also should be noted that the PSG stats deviate a lot too.

Devs stop beating around the bush, and just put %'s back in. It's pretty much there anyway, and I don't see any point of having these big numbers when really it's all a % Reduction anyway.





The PSG does not fit in with point 1, do not understand that....


And point 2... /agree


edit more... did some maths and the formula is not linear, this will make 100% armor impossible....


124812%104
309629%106.7586207
324830%108.2666667
494442%117.7142857
509643%118.5116279
694453%131.0188679

Message Edited by Rinviero on 04-15-2005 02:41 PM

RebelKangaroo
Fri Apr 15, 2005 2:29 pm
#11

The data is a bit reassuring, but the experimentation and resources are still most certainly not!

Thanks Kron for doing the numbers.





Ciet Darksun - Tempest

"A litte rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day"
-Calvin and Hobbes
Rinviero
Fri Apr 15, 2005 2:30 pm
#12






Okram2k wrote:

tiggs just posted frogs will allow skills come next tc update, so we will be able to make armor now and more importantly get more variations of armors to get more data.





Ahh time to get started then.....

BLD_007
Fri Apr 15, 2005 2:33 pm
#13






Okram2k wrote:
Okay, I crunched some numbers, sepcial thanks to my two test dumm... I mean volunteers in game, biseks and Mukkel

I managed to test both the amount each type of armor reduces, as well as taqke a look at the lvl differences and how much it really effects damage taken. We used dueling to test in a controled situation with striker pistols and dl44 pistols to test kinetic and energy resistances on all types of armors. All items used where taken directly from the frogs to keep results narrow.

Stats on the pistols:
DL 44:
Energy Damage Type
131-263 damage
2 AS
98.5 DPS

Striker
Kinetic Damage Type
131-263 damage
2 AS
98.5 DPS

We then proceeded to do a series of tests, 10 shots of each damage type to each armor type and recorded results. Here is the summery of the damage blocked compared to teh stats on the armor:

Basic Battle:
Kinetic: 2248
22% Damage Reduction
Energy: 2248
22% Damage Reduction

Standard Battle:
Kinetic: 4096
37% Damage Reduction
Energy: 4096
37% Damage Reduction

Advanced Battle:
Kinetic: 5944
48% Damage Reduction
Energy: 5944
48% Damage Reduction

Basic Recon:
Kinetic: 1248
12% Damage Reduction
Energy: 3248
30% Damage Reduction

Standard Recon:
Kinetic: 3096
29% Damage Reduction
Energy: 5096
43% Damage Reduction

Advanced Recon:
Kinetic: 4944
42% Damage Reduction
Energy: 6944
53% Damage Reduction

Basic Assault Armor
Kinetic: 3248
30% Damage Reduction
Energy: 1248
12% Damage Reduction

Standard Assault Armor
Kinetic: 5096
43% Damage Reduction
Energy: 3096
29% Damage Reduction

Advanced Assault Armor
Kinetic: 6944
52% Damage Reduction
Energy: 4944
42% Damage Reduction

PSG Mark 3
Kinetic: 0
0% Damage Reduction
Energy: 1999
11% Damage Reduction

Now it should also be noted, that the person testing assault armor was a much higher level then the person testing recon and battle armor, however the damage reduction results are nearly identicle.

Where we see the changes however, is the initial damage dealt.

The person with the pistol shooting was lvl 14
Person in recon and battle armor was lvl 17

A difference of 3 levels.

The damage dealt each shot was in a tight range of 96-99 damage (in fact we think there may be a bug with randomness of shots, all shots seem to currently do almost exact same damage on TC currently)

Meanwhile, the person in assault armor was lvl 37

A differince of 23 levels

The average damage for each shot was 86.

So with a difference of 20 levels, there is only about a 12% difference in damage dealt. So we can conclude that pvp anyway, the difference in level does not make as huge of a difference as it does in PvE.

Now as we look at the resistances of the armor, we can see a pretty distinct pattern, armor percentage reduction is there just as before, only now it's written differently. And in all the armors, the percentage reduced is close to 1/100th of the stated price. This observation deviates more and more as armor stats get higher, and also should be noted that the PSG stats deviate a lot too.

Conclusions:
The armor system, with percentage resistsances is fairly close to the way it was before, however with the current armor available off the frogs, the maximum resistance to a basic damage type (kinetic/energy) is around 53%. We have yet to see what sorts of stats armorsmiths can produce however, and we will have to keep track of what types of armor comes out of smiths on the test center, but if the produced stats are similar to frog stats, basically armor on live's effectivness will be cut in half. A reduciton in half the ability of something to do it's job, may result in a lesser demand in armor, however the high end armors will still help in pvp and pve. Also the ability to switch damage types will play a key role in pvp.
Suggestions:
Devs stop beating around the bush, and just put %'s back in. It's pretty much there anyway, and I don't see any point of having these big numbers when really it's all a % Reduction anyway.





If SOE kills someone this great...Than SOE is not for me

Message Edited by BLD_007 on 04-15-2005 02:33 PM



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